Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.6.7

Addons

Ashes of Urh'Rok 1.6.7

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Items Vault 1.6.0

Embers of Rage 1.6.7

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the four new tinker classes: Gunslingers, Sawbutchers, Psyshots and Annihilators! Plus a class evolution: Technomancers! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Possessor Bonus Class 1.6.6

Forbidden Cults 1.6.7

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Killed by multi-hued drake at level 14 on the 4th Dusk 122nd year of Ascendancy at 10:17
Killed by greater multi-hued wyrm at level 14 on the 4th Dusk 122nd year of Ascendancy at 11:29
Killed by Star Gazer at level 19 on the 30th Dusk 122nd year of Ascendancy at 06:29
Killed by orc necromancer (subdued) at level 23 on the 72nd Dusk 122nd year of Ascendancy at 04:12
Killed by High Sun Paladin Aeryn at level 27 on the 77th Dusk 122nd year of Ascendancy at 02:49
Killed by High Sun Paladin Aeryn at level 27 on the 77th Dusk 122nd year of Ascendancy at 04:20
Killed by High Sun Paladin Aeryn at level 27 on the 77th Dusk 122nd year of Ascendancy at 07:06

Class Talents

Steamtech / Elusiveness

1.30

Effective talent level: 2.6Use mode: ActivatedSteam cost: 10Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: Using small steam motors to enhance your movements, you are able to slip past up to 3 foes in a line.
After passing the targets, you will quickly run 3 tiles away.

Effective talent level: 0.0Use mode: ActivatedSteam cost: 25Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: In an awesome feat of agility and technological prowess, you toss both of your steamguns in the air, causing them to spin madly for 3 turns.
Each turn, they will fire twice at random targets in range, dealing 100% weapon damage.
While the guns are airborne, you are disarmed and cannot attack.
The spectacle is so distracting that your foes have a hard time concentrating on you, increasing all of your resistances by -4%.

Awesome Toss

0/5

Effective talent level: 0.0Use mode: ActivatedSteam cost: 25Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: While your foes are distracted by your Awesome Toss, you use powerful steam motors to jump into the air and kick a target 2 tiles away.
The impact is so great that it ripples outwards, slowing all creatures in radius 3 by -13% for 4 turns while the reaction force propels you 1 tiles backwards.

Dazzling Jump

0/5

Steamtech / Avoidance

1.30

Effective talent level: 6.5Use mode: SustainedDrains steam: 3Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: You tessellate your cloak with small pieces of metal, providing 25 damage reduction against all attacks.
The myriad metal scraps also help against incoming projectiles, providing a 36% chance of deflecting them to a nearby spot.

Automated Cloak Tessellation

5/5

Effective talent level: 1.3Use mode: ActivatedSteam cost: 20Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: With a gesture of your cloak, you drop a small incendiary device in front of you, creating a wall of thick steam of 3 length that burns creatures passing it for 54.45 fire damage and blocks sight for 5 turns.
At level 5 the action is so perfect that your foes even lose track of you entirely.
Damage increases with your steampower.

Cloak Gesture

1/5

Effective talent level: 1.3Use mode: SustainedDrains steam: 2Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: Your cloak is lined with an automated health system that activate when no enemies are visible.
When it triggers, you will be healed for 94 life.
At talent level 3, it will also remove one detrimental physical effect.
The system can only trigger once every 9 turns.

Embedded Restoration Systems

1/5

Effective talent level: 0.0Use mode: ActivatedSteam cost: 45Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: Trigger an array of small mirrors to appear all over your cloak.
The mirrors are positioned to reflect all light shining on you, granting 8 stealth power for 10 turns.
Stealth power increases with your steampower.

Cloaking Device

0/5

Steamtech / Bullets mastery

1.50

Effective talent level: 6.0Use mode: ActivatedSteam cost: 30Range: 10Cooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: By sending a stream of hot steam over your bullets you overheat them. For the next 8 turns, each bullet will set the target ablaze, making it burn for 79.60 fire damage over 5 turns (most of your shooting talents fire two bullets at once).
Damage will increase with Steampower.
Only one bullet enhancement can be used at once.

Overheat Bullets

4/5

Effective talent level: 1.5Use mode: ActivatedSteam cost: 30Range: 10Cooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: You are able to polish your bullets so well they can go through multiple targets for 3 turns.
This also improves their armour penetration by 11.
Only one bullet enhancement can be used at once.

Supercharge Bullets

1/5

Effective talent level: 4.5Use mode: ActivatedSteam cost: 30Range: 10Cooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: You swap your bullets for more massive ones for 7 turns.
When striking a creature, these bullets have a 48% chance of knocking it back 3 tiles and a 28% chance of stunning it for 3 turns.
The chances to knockback and stun increase with your Steampower.
Only one bullet enhancement can be used at once.

Percussive Bullets

3/5

Effective talent level: 3.0Use mode: ActivatedSteam cost: 40Range: 10Cooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a steamtech powerDescription: You coat your bullets with flammable materials, for the next 6 turns each bullet will explode when it hits its target, dealing 47.76 fire damage to all foes within radius 2 (most of your shooting talents fire two bullets at once).
Damage will increase with Steampower.
Only one bullet enhancement can be used at once.

Combustive Bullets

2/5

Steamtech / Gunslinging

1.50

Effective talent level: 3.0Use mode: ActivatedSteam cost: 6Range: 4Cooldown: 8Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: You have learned to fire while moving.
In one motion, you fire your double steamguns (100% weapon damage, 1 tile range penalty) and may then move to an adjacent tile (unless pinned to the ground or immobilized).
This talent can be activated for up to 2 consecutive turns before it goes on cooldown, and takes time according to your steamtech speed or movement speed (if you move), whichever is slower.
When Strafe ends you may instantly reload between 5 and 7 ammo (based on the number of strafes you performed and your ammo capacity).

Strafe

2/5

Effective talent level: 1.5Use mode: ActivatedSteam cost: 12Range: 5Cooldown: 7Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: You deliberately fire a missing shot at a target, startling it for 3 turns.
If the target fails a mental save it instinctively recoils two steps back.
The next shot that hits the startled creature will deal 232% more damage.

Startling Shot

1/5

Effective talent level: 3.0Use mode: SustainedDrains steam: 4Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: Using small engines to augment your reflexes you are able to automatically fire retaliatory shots at your foes doing 125% weapon damage.
Retaliation shots are fired when you evade/are missed by a melee or ranged attack.
This can only happen once per turn and uses shots as normal.

Evasive Shots

2/5

Effective talent level: 3.0Use mode: ActivatedSteam cost: 25Range: 5Cooldown: 8Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: Your cunning and dexterity allow you to fire incredible trick shots that can hit multiple targets.
You precisely aim your trick shot to ricochet amongst foes you can see so that whenever it hits something solid (creature or solid wall), it will bounce towards the next closest foe.
It may ricochet up to 3 times (or until it misses) within range 5 of your first target and will not target the same foe twice.
Your shot deals 122% weapon damage on its first strike, but loses 22% damage and 14(29%) accuracy with each bounce.

Effective talent level: 1.3Use mode: ActivatedSteam cost: 40Range: 5Cooldown: 8Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: You fire a special, electrically charged shot with your steamgun(s) at a spot within range.
When each shot reaches its target, it bursts into electrified shrapnel within radius 2, which shocks each target hit and deals 91% weapon damage as lightning.
Shocked targets lose up to 1 non-magical effects (for the first shot that hits).
This talent does not use ammo.

Effective talent level: 4.8Use mode: PassiveIs: a steamtech powerDescription: Allows you to create mechanical tinkers of level 4.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Voltaic Sentry* Saw Projector* Kinetic Stabiliser (known)* Rocket Boots* Back Support* Steamsaw (known)* Fatal Attractor (known)* Hook Shell (known)* Saw Shell (known)* Weapon Automaton: One Handed* Iron Grip (known)* Spring Grapple (known)* Air Recycler (known)* Hand Cannon* ...perhaps more to discover...

Mechanical

4/5

Effective talent level: 1.2Use mode: PassiveIs: a steamtech powerDescription: Allows you to create electrical tinkers of level 1.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Voltaic Sentry* Black Light Emitter (known)* Shocking Edge* Magnetic Shell* Galvanic Retributor* Mana Coil (known)* Shocking Touch* Grounding Strap (known)* Fatal Attractor (known)* Lightning Coil* Voltaic Shell (known)* Weapon Automaton: One Handed* White Light Emitter* Power Distributor* Mental Stimulator (known)* Deflection Field* ...perhaps more to discover...

Effective talent level: 1.2Use mode: PassiveIs: a steamtech powerDescription: Allows you to create therapeutic tinkers of level 1.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Fiery Salve* Botanical Shell* Second Skin (known)* Alchemist's Helper* Moss Tread (known)* Healing Salve* Antimagic Shell (known)* Water Salve (known)* Frost Salve (known)* Fungal Web* Air Recycler (known)* Poison Groove* Power Distributor* Viral Injector* Unstoppable Force Salve* Pain Suppressor Salve (known)* ...perhaps more to discover...

Therapeutics

1/5

Effective talent level: 1.2Use mode: PassiveIs: a steamtech powerDescription: Allows you to create chemical tinkers of level 1.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Fireproof Coating* Waterproof Coating (known)* Black Light Emitter (known)* Rustproof Coating* Alchemist's Helper* Acid Groove* Flash Powder (known)* Corrosive Shell* Toxic Shell* White Light Emitter* Winterchill Edge* Itching Powder (known)* ...perhaps more to discover...

Chemistry

1/5

Effective talent level: 4.8Use mode: PassiveIs: a steamtech powerDescription: Allows you to create explosive tinkers of level 4.
You will learn a new schematic at level 1.
Each other talent level, you have a 20% chance to learn one more random schematic, if you have not gained it by level 5 you are guaranteed it (unless all are known).
This talent is required for the following tinkers (you still need to learn/find the schematics):* Botanical Shell* Incendiary Groove* Ablative Armour* Flare Shell* Solid Shell* Steamgun (known)* Thunderclap Coating* Magnetic Shell* Thunder Grenade (known)* Headlamp (known)* Voltaic Shell (known)* Hook Shell (known)* Corrosive Shell* Antimagic Shell (known)* Saw Shell (known)* Explosive Shell* Toxic Shell* Hand Cannon* ...perhaps more to discover...

Effective talent level: 1.2Use mode: ActivatedSteam cost: 40.7Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Steamtech (100% of a turn)Is: a steamtech powerDescription: You open all steam valves at once, releasing a radius 3 wave of superheated steam around yourself which deals 74.07 fire damage (but can not be a critical hit).
If you had at least 35 steam, the vapours will be so hot that they can burn sensory organs, blinding affected creatures for 1 turns.
The effects scale with your current steam value; at 1 steam they are only 15% as effective as at 50 or more (current factor 87%).

Emergency Steam Purge

1/5

Effective talent level: 1.2Use mode: PassiveIs: a steamtech powerDescription: Your knowledge of physical laws allows you to use and improve equipment in ways their creators never dreamed.
Increases all stats, saves, armour, and defense bonuses by 5% on equipment that is crafted by a master or powered by steamtech.

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 46Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Summons your lust for blood and destruction; especially when the odds are against you.
You increase your damage by 10% + 2.3% per enemy you can see in line of sight of you (maximum 5 enemies, 21.3% bonus) for 3 turns.
The damage bonus will increase with your Constitution.

Orcish Fury

1/5

Effective talent level: 1.0Use mode: PassiveCooldown: 12Description: Orcs have been the prey of the other races for thousands of years, with or without justification. They have learnt to withstand things that would break weaker races.
When your life goes below 50% your sheer determination cleanses you of 1 mental debuff(s) based on talent level and Willpower. This can only happen once every 4 turns.
Also increases physical save by +12.

Hold the Ground

1/5

Effective talent level: 1.0Use mode: PassiveDescription: Orcs have seen countless battles, and won many of them.
You revel in the defeat of your foes, gaining 6% damage resistance for 2 turns each time you kill an enemy.
The resistance will scale with talent level and your Constitution.
Additionally, passively increase all damage penetration by 7%.

Skirmisher

1/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 54Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Call upon the will of all of the Orc Prides to survive this battle.
You remove up to 1 detrimental effect(s) then heal for 71 life.
The healing will increase with talent level and your Willpower.

Effective talent level: 0.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

0/5

Effective talent level: 2.6Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 33 Defense, 19% Armour hardiness, and 11% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 16 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using daggers.

Dagger Mastery

0/5

Effects

talent

Evasive Shots

talent

Embedded Restoration Systems

talent

Automated Cloak Tessellation

detrimental effect

The target is struggling against immense gravity, all damage it does is reduced by 30%.

Weight of the Sun

detrimental effect

Target is drenched with magical water, halving its stun resistance.

Wet

beneficial effect

Bullets shot are supercharged: They can pass through multiple targets and have 11 additional armour penetration.

Bullet Mastery: Supercharged

Quests

Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.
To do that we will prepare a special surprise to help our final attack.

Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient.
When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning.
Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city.

A Ritch Party

active

All the few remaining orcs of the mainland have been captured by Sunwall and their western allies.
To ensure a future, any future, for our race they must be freed.

The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops.
Mindwall must be taken care of and the prides set free.

But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there.

* You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels.* You have freed all the Vor Pride orcs.* You have freed all the Rak'Shor Pride orcs.* You have freed all the Gorbat Pride orcs.* You have freed all the Grushnak Pride orcs.* The Pride is once again free and united.

Children of Garkul, Unite!

done

Metash has asked you to investigate the Krimbul Clan, south of the peninsula.
A whitehoof turned mad with power is trying to lead them in a war against Kruk Pride.

Clan of the Unicorn

active

The giants have breached the mountain-side of Kruk pride!
They are invading the town just when most of our forces are outside.
Only you and few others are left to close the breach by collapsing the tunnel from the inside.

* You have collapsed the tunnel, saving the Pride. For now.

Homeland

done

You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested.

Mystery of the Yetis

active

To win the war you must help the Pride by striking a blow to the giant's morale and supply lines.

* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe.* You have explored the yeti cave and vanquished the Yeti Patriarch.

Of Steamwork and Pain

done

Our ultimate goal on the mainland is to get rid of the Sunwall once and for all.
Our scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs.

Go to the Sunwall Observatory and destroy everything there to reduce their supplies.* You have destroyed the Observatory, the Gates of Morning defenses will be weakened.

Stargazers

done

The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed!
With the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements.
The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides.

The Deconstruction of Falling Stars

active

Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit?
He does sound well armed, though, so be prepared as it is likely very dangerous.
So maybe take some time to plan the raid.

The Grumpy Shopowner

active

A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland.
With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed.

A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port.
It would be a good idea for you to not be there anymore when the bomb explodes however.* You have destroyed the Dominion port, the trolls will not be a problem in the near future.

This is our land!

done

The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders.
Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland.
Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us.

* You have destroyed the sunwall outpost, and secured a way to the mainland.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.

It Which Writhes

On fingers

treant's steel ring of pilfering
Infused by nature
Crafted by a master0.10 Encumbrance.

Type: jewelry / ring ; tier 2

When wielded/worn:
Accuracy: +7 (+2 eff.)
Armour penetration: +8
Defense: +10 (+3 eff.)
Changes resistances: +6% nature / +6% blight
Poison immunity: +12%
Disease immunity: +12%It can be used to activate talent Disengage, placing all other charms into a 10 cooldown :Effective talent level: 2.0Power cost: 10 out of 10/10.Range: 7Travel Speed: instantaneousDescription: Jump back up to 4 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.

Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested!

Yeti's Muscle Tissue (Patriarch)

Automated Portable Extractor
Powered by steamtech0.00 Encumbrance.

[Plot Item]
Type: tinker / power

When carried:It can be used to melt all the items in the APE at once (also done automatically when you change level)

Activation costs 0 power out of 1000/1000.

The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes.
The metals are melted into lumps of ore to server for the creation of tinkers.
Any remains are melted and turned into valuable materials.